Silent Hill is probably the best Survival Horror game series ever. Better than Resident Evil for sure... although Resident Evil 1 set the bar for Survival Horror and remains as one of my faves, but Resident Evil went downhill after that.
Another Survival Horror series that was great(at least at the start) was Alone in the Dark, and I'd even classify System Shock 2 as a survival horror game. SS2 > all others, however.
Wow... I cannot believe I am stuck. This is ridiculous. I can do much more complicated stuff, and this stupid persistent doesn't want to work.
Behavior X :: Period Count -1, Period 1.1250, Periodic Effect -> Persistent (Unlimited Duration, every 1.125 seconds will trigger Persistent Effect.
Persistent :: Period Count 6, Period Durations 0, 0.2, 0.4, 0.6, 0.8, 1 :: Periodic Offset (6 of them), Periodic Effect "Launch Missile", Target Location + Source Unit, Target Location Offset Start - Source Unit.
It doesn't want to work. At all. I've tried tying the Persistent directly activated by the ability, but even then it doesn't work. Why not? I've changed Target Location +, Offset Start + and Offset End + to various entries (Source Unit, Source Point, Source Unit/Point, Caster, Origin, everything... that f'kin persistent won't work!!!!!!
Soon I won't even bother doing anything in the editor involving stupid effects, I'll just stick with attachments, they're less complicated... never thought I would hear myself say that.
Oh and yea, the Launch missile works aswell. I had the ability fire off the launch instead of persistent and the missile works fine. It's definitely the Persistent Effect that just won't work.
For future reference, for people posting ideas: the first WDE was an individual ability, with a somewhat broad term. Although it went well, there wasn't really much variety in the end. Entries like 'Create a Fire Spell' or 'Create a Cold Spell' are much more likely to get selected than a 'create a nuke that splits into 4 before impact' type entry.
I was going to write out a whole tutorial, but I'm not very patient or good at them. I can do some moderate length tuts I guess, but anyways... I went ahead and made a map showcasing this. It took only 25 minutes, no testing to get this working right on the first shot. Use anything from this map that you want.
The bunker takes 10 seconds to "make" in total. During those 10 seconds you can technically click on the bunker, but you cannot enter it or anything.
Why would you need a behavior? TSRandom on a search area effect, throw that on your weapon, the Search Effect triggered by the search area effect being your damage/launch missile effect.
.... Took me 3 seconds to look and see that indeed they are blank. That means it uses a secondary actor as the 'build animation'.
Nothing changes, same principle. Create Bunker with Behavior X on it, actor shows one of the blank build animations. When Behavior X on, show actor BunkerBuild. Setup your actor events accordingly. Read above, throw in the Bunker Build animation.
Is your bunker spawned through a Create Unit effect, or of the Build variety?
If you are Creating a bunker, it will only create the fully built bunker. One idea I have is to create a Behavior or 2, depending how long you want this bunker's construction to last, or how many stages you want to show building.
Basically your Behavior(s) all disable all abilities for the bunker like load and whatnot.
Tell the bunker actor that while Behavior X is on the bunker, to play the animation "Work Start" or something... I've not looked at a bunker's animations so I cannot be 100% sure, but there's probably one for like "Work Start" "Work Stand" and "Work End" or something. You make your Behavior X last 3 seconds, when expires, apply Behavior Y. While Behavior Y is on bunker, tell the actor to play "Work Stand". When Behavior Y ends, apply Behavior Z which plays the "Work End" animation. Expiring of Behavior Z enables the bunker to load units as normal and shows a normal fully constructed bunker.
If you need any more help, feel free to ask here. Hopefully others can clarify what I mean during the day... I'm in the mood for some Black Ops then bed time for me.
lol. My spell is using Archon Merge... lol. Everything else is either too "electric" based or just... terrible for ice, lol. I am also using the LOCKDOWN model. It ain't so bad, more like a ball of Ice... or better yet, a D20. You know... dungeons and dragons... D20, LOL.
I'm also using another one for the spell but for the life of me I cannot think of its name right now.
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Ooooh they just announced Silent Hill 8! The name of the game is Silent Hill : Downpour
All the details here. http://www.trueachievements.com/n2693/silent-hill-downpour-title-confirmed.htm
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@Fullachain: Go
Ahh sorry. When I went and took a look to see exactly when this wreckage was taking place I also saw a weird little glitch.
Find the SuperBunkerBuild actor, modify the Events + field, and change the last line from 'AnimClear BuildFinal' to 'Destroy'.
then, add
that gets rid of the wreckage and properly gets rid of the 'build' animation while the bunker is alive.
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@Kueken531: Go
the Behavior has -1 Period Count, and the only flags for behaviors is 'Hidden'. My persistent has 6 Period Count.
EDIT: That's ok ;)
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@ZealNaga: Go
Dit l'histoire quand-meme! Maudit clavier sans accent!
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@Pshyched: Go
Silent Hill is probably the best Survival Horror game series ever. Better than Resident Evil for sure... although Resident Evil 1 set the bar for Survival Horror and remains as one of my faves, but Resident Evil went downhill after that.
Another Survival Horror series that was great(at least at the start) was Alone in the Dark, and I'd even classify System Shock 2 as a survival horror game. SS2 > all others, however.
Nice collection! I am envious!
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@BorgDragon: Go
Wow... I cannot believe I am stuck. This is ridiculous. I can do much more complicated stuff, and this stupid persistent doesn't want to work.
Behavior X :: Period Count -1, Period 1.1250, Periodic Effect -> Persistent (Unlimited Duration, every 1.125 seconds will trigger Persistent Effect.
Persistent :: Period Count 6, Period Durations 0, 0.2, 0.4, 0.6, 0.8, 1 :: Periodic Offset (6 of them), Periodic Effect "Launch Missile", Target Location + Source Unit, Target Location Offset Start - Source Unit.
It doesn't want to work. At all. I've tried tying the Persistent directly activated by the ability, but even then it doesn't work. Why not? I've changed Target Location +, Offset Start + and Offset End + to various entries (Source Unit, Source Point, Source Unit/Point, Caster, Origin, everything... that f'kin persistent won't work!!!!!!
Soon I won't even bother doing anything in the editor involving stupid effects, I'll just stick with attachments, they're less complicated... never thought I would hear myself say that.
Oh and yea, the Launch missile works aswell. I had the ability fire off the launch instead of persistent and the missile works fine. It's definitely the Persistent Effect that just won't work.
0
For future reference, for people posting ideas: the first WDE was an individual ability, with a somewhat broad term. Although it went well, there wasn't really much variety in the end. Entries like 'Create a Fire Spell' or 'Create a Cold Spell' are much more likely to get selected than a 'create a nuke that splits into 4 before impact' type entry.
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@nagnazul: Go
Well just undo what you did, and fix it up and you won't have wonky attack animation because of the facing.
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I was going to write out a whole tutorial, but I'm not very patient or good at them. I can do some moderate length tuts I guess, but anyways... I went ahead and made a map showcasing this. It took only 25 minutes, no testing to get this working right on the first shot. Use anything from this map that you want.
The bunker takes 10 seconds to "make" in total. During those 10 seconds you can technically click on the bunker, but you cannot enter it or anything.
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@Infirisios: Go
Visually that's very well done. I like it! To have an effect play AT THE IMPACT POINT, you would do something like this...
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@nagnazul: Go
Why would you need a behavior? TSRandom on a search area effect, throw that on your weapon, the Search Effect triggered by the search area effect being your damage/launch missile effect.
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@Fullachain: Go
.... Took me 3 seconds to look and see that indeed they are blank. That means it uses a secondary actor as the 'build animation'.
Nothing changes, same principle. Create Bunker with Behavior X on it, actor shows one of the blank build animations. When Behavior X on, show actor BunkerBuild. Setup your actor events accordingly. Read above, throw in the Bunker Build animation.
0
@Fullachain: Go
Is your bunker spawned through a Create Unit effect, or of the Build variety?
If you are Creating a bunker, it will only create the fully built bunker. One idea I have is to create a Behavior or 2, depending how long you want this bunker's construction to last, or how many stages you want to show building.
Basically your Behavior(s) all disable all abilities for the bunker like load and whatnot.
Tell the bunker actor that while Behavior X is on the bunker, to play the animation "Work Start" or something... I've not looked at a bunker's animations so I cannot be 100% sure, but there's probably one for like "Work Start" "Work Stand" and "Work End" or something. You make your Behavior X last 3 seconds, when expires, apply Behavior Y. While Behavior Y is on bunker, tell the actor to play "Work Stand". When Behavior Y ends, apply Behavior Z which plays the "Work End" animation. Expiring of Behavior Z enables the bunker to load units as normal and shows a normal fully constructed bunker.
If you need any more help, feel free to ask here. Hopefully others can clarify what I mean during the day... I'm in the mood for some Black Ops then bed time for me.
Good Luck.
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@wingednosering: Go
lol. My spell is using Archon Merge... lol. Everything else is either too "electric" based or just... terrible for ice, lol. I am also using the LOCKDOWN model. It ain't so bad, more like a ball of Ice... or better yet, a D20. You know... dungeons and dragons... D20, LOL.
I'm also using another one for the spell but for the life of me I cannot think of its name right now.
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@JimStarluck: Go
You got it working, but to do it in Actor Events, I believe you need the AnimPlaySequence message, and for SequenceName you would name it GLStand.
I'm fairly certain that's the way you get the marauder's "simultaneous double attack" animation to play, instead of just left or right.